Add FloorVisibilityManager for dynamic floor visibility management and update material properties for transparency effects

This commit is contained in:
2025-12-13 01:35:22 +01:00
parent 189bbb7ae7
commit 7b1eb645ef
13 changed files with 348 additions and 24 deletions

View File

@@ -0,0 +1,83 @@
using System.Collections;
using System.Collections.Generic;
using Core.Domain;
using UnityEngine;
namespace Infrastructure.Unity
{
public class FloorVisibilityManager : MonoBehaviour
{
[SerializeField] private float fadeSpeed = 5f;
[SerializeField] private float hiddenAlpha = 0.1f;
[SerializeField] private float visibleAlpha = 1.0f;
private GameSession _gameSession;
private List<List<TileViewAdapter>> _floors;
private int _currentFloorIndex = -1;
public void Initialize(GameSession gameSession, List<Tile> allTiles, Dictionary<string, TileViewAdapter> tileViews, int totalFloors)
{
_gameSession = gameSession;
_floors = new List<List<TileViewAdapter>>();
for (var i = 0; i < totalFloors; i++)
{
_floors.Add(new List<TileViewAdapter>());
}
foreach (var tile in allTiles)
{
if (tileViews.TryGetValue(tile.Id, out var view))
{
// Safety check for array bounds
if (tile.Floor < _floors.Count)
{
_floors[tile.Floor].Add(view);
}
}
}
}
private void Update()
{
if (_gameSession == null) return;
// Check if player changed floors
// We read the private field _playerFloorIndex via a public getter we need to add,
// OR we just track it locally if you updated GameSession to expose it.
// Assuming GameSession doesn't expose it publically yet, let's rely on GameBootstrap passing it or just hack it:
// Ideally, GameSession should emit an event 'OnFloorChanged'.
// For now, let's assume we can get it or we passed the player reference.
}
// Call this from GameBootstrap.Update()
public void UpdateFloorVisibility(int playerFloorIndex)
{
if (_currentFloorIndex == playerFloorIndex) return;
_currentFloorIndex = playerFloorIndex;
StopAllCoroutines();
StartCoroutine(UpdateFloorsRoutine(playerFloorIndex));
}
private IEnumerator UpdateFloorsRoutine(int playerFloor)
{
for (var i = 0; i < _floors.Count; i++)
{
var targetAlpha = (i < playerFloor) ? hiddenAlpha : visibleAlpha;
if (_floors[i].Count == 0) continue;
foreach (var tile in _floors[i])
{
if (tile && tile.gameObject.activeInHierarchy)
{
tile.SetAlpha(targetAlpha);
}
}
if (i % 2 == 0) yield return null;
}
}
}
}